4
Welcome Darkness, danger, glory, magic and wealth! Welcome to the magical realms of Talisman. The Lost Realms expansion for Talisman: The Magical Quest Game features new Realms to explore: The Nether Realm features a new deck of Adventure cards to explore called the Nether Deck as well as 3 new alternative endings. The Deep Realms offer the Wraith Lord’s Domain and the Rat Queen’s Lair. This rulesheet explains how to use the new components in The Lost Realms to enhance your Talisman experience. Components Below is a list of all the components you will find in your copy of the The Lost Realms expansion: • This Rulesheet • 2 Realm Cards • 20 Bridge Cards • 20 Tunnel Cards • 3 Alternative Ending Cards • 36 Nether Cards • 6 Coloured Base Rings Component Overview Below is a brief description of every game component. Alternative Ending Cards The three Alternative Ending Cards included in this expansion replace the base game’s victory conditions, offering players new ways to win the game. Nether Cards This deck of 36 cards contains the many deadly creatures and encounters that characters can discover in the Nether Realm. Realm Cards These two cards feature new Realms to explore: the Wraith Lord’s Domain and the Rat Queen’s Lair. Adventurers may brave the rickety bridge in an attempt to cross between the game boards found in The City and The Dungeon expansions. Heroes can also choose to delve deep into the crypt of the Wraith Lord or the nest of the Rat Queen. Bridge Cards This deck of 20 cards contains the many creatures, events, and items that characters can discover when trying to cross the bridge between The City and The Dungeon. Tunnel Cards This deck of 20 cards contains the many creatures, events, and items that characters can discover when they enter the tunnels deep between The City and The Dungeon. Base Rings There are 6 coloured base rings included. You can insert your character figures into these rings to make them easier to identify during your game. To remove your character figure, carefully push the base of the figure via the hole in the base ring. 1 ® Draw 2 Cards Draw 2 cards from the Bridge deck, even if there are already any cards on this space. At the end of your turn, shuffle all cards on this space into the Bridge deck. Rat Run Fight the Rat Queen You must fight the verminous Rat Queen in battle. She has a Strength of 3 and adds 1 for each Object on this space. Rat’s Nest Search The Tunnels Take the top 3 Tunnel cards and put them in a stack in front of you. Encounter the top card of your stack each turn until you have no cards remaining. Old Sewers Rats add 1 to their Strength Draw 2 Cards Draw 2 cards from the Bridge deck, even if there are already any cards on this space. At the end of your turn, shuffle all cards on this space into the Bridge deck. Spirits add 1 to their Craft Skull Passage Search The Tunnels Take the top 3 Tunnel cards and put them in a stack in front of you. Encounter the top card of your stack each turn until you have no cards remaining. Catacombs Fight the Wraith Lord You must fight the Wraith Lord in psychic combat. He has a Craft of 4 and adds 1 for each Treasure card on this space. Throne Room At the start of the game, place this card at the side of the board with the Nether deck. Whenever a character has to draw Adventure Cards, he may discard one card of his choice that he does not wish to encounter and draw a card from the Nether deck to replace it, which he must encounter. Once a defeated Enemy from the Nether deck is exchanged or otherwise discarded, it is not placed on the discard pile. Instead it is placed facedown in the character’s play area. The first character to reach the Crown of Command with four defeated Enemies from the Nether deck in his play area wins the game! The Hunt To use this Alternative Ending, you must use the Nether Deck. At the start of the game, place one card from the Nether deck facedown on each Inner Region space, and two cards facedown on the Crown of Command space. A character entering the Inner Region decides on a route through the Inner Region as normal, but must encounter the cards on each space before encountering the space. If he fails to successfully encounter a card, his turn ends immediately and he must encounter the card again on his next turn unless he decides to turn back. A character that has turned back ignores any Nether cards on his return to the Plain of Peril. Once a card has been encountered successfully, draw a replacement card from the Nether deck and place it facedown on the space to be encountered by the next character to land on that space. The first character to survive The Gauntlet and reach the Crown of Command wins the game! The Gauntlet To use this Alternative Ending, you must use the Nether Deck. Once a character reaches the Crown of Command, characters cannot heal or gain life for the rest of the game and the entrance is sealed; no other characters may enter. Any character attempting to enter the Crown of Command is thrown onto the Plain of Peril instead. When a character reaches the crown of command, he must take six cards from the Nether deck, plus six cards for each other character in play, and place them in a pile in front of him. On each of his turns, he must take the top six cards from this pile and use them, one at a time, against any of the other characters, as if they had just drawn the cards themselves. If all of the other characters are killed, the character on the Crown of Command wins the game! If any of the other characters have survived when the pile of cards is exhausted, the character on the Crown of Command is killed and all surviving characters share victory and win the game! Pandora’s Box Jinx Follower You must take her as a Follower. If you pay a fate and reroll the same result, you are killed! You may discard the Jinx if you visit the Soothsayer. 1 Falling Slab Event Trap A huge piece of masonry comes crashing down from above. You must kill 1 of your Followers at random and lose 1 life. 1 Turncoat Event One of your Followers has decided that your quest is far too dangerous and that you are far too rich. Ditch 1 random Follower and 1 random Object. 1 STRENGTH: ? Roll 2 dice to determine the total Strength of the Rat Pack. If you kill them, gain 1 Strength, but you must discard them instead of taking them as a trophy. They will remain here until killed. Enemy - Animal Rat Pack 2 Trap The statue blocks your way and will only move aside if you solve its riddle. Roll 2 dice. If the score is equal to or less than your Craft, you solve the riddle and discard this card. If it is higher, you must try again on your next turn if you choose to press on. Event Sphinx of Khayu 1 Trap A magic puzzle lock guards the way. Roll 3 dice. If each result is different, you solve the puzzle; discard this card. If you roll any doubles, you lose 1 life and must roll again. If you roll triples, you are killed! Event Turing’s Enigma 1

Talisman: The Lost Realms Rulebook - 1jour-1jeu

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WelcomeDarkness, danger, glory, magic and wealth! Welcome to the magical realms of Talisman.

The Lost Realms expansion for Talisman: The Magical Quest Game features new Realms to explore:

The Nether Realm features a new deck of Adventure cards to explore called the Nether Deck as well as 3 new alternative endings.

The Deep Realms offer the Wraith Lord’s Domain and the Rat Queen’s Lair.

This rulesheet explains how to use the new components in The Lost Realms to enhance your Talisman experience.

ComponentsBelow is a list of all the components you will find in your copy of the The Lost Realms expansion:

• This Rulesheet

• 2 Realm Cards

• 20 Bridge Cards

• 20 Tunnel Cards

• 3 Alternative Ending Cards

• 36 Nether Cards

• 6 Coloured Base Rings

Component OverviewBelow is a brief description of every game component.

Alternative Ending CardsThe three Alternative Ending Cards included in this expansion replace the base game’s victory conditions, offering players new ways to win the game.

Nether CardsThis deck of 36 cards contains the many deadly creatures and encounters that characters can discover in the Nether Realm.

Realm CardsThese two cards feature new Realms to explore: the Wraith Lord’s Domain and the Rat Queen’s Lair. Adventurers may brave the rickety bridge in an attempt to cross between the game boards found in The City and The Dungeon expansions. Heroes can also choose to delve deep into the crypt of the Wraith Lord or the nest of the Rat Queen.

Bridge CardsThis deck of 20 cards contains the many creatures, events, and items that characters can discover when trying to cross the bridge between The City and The Dungeon.

Tunnel CardsThis deck of 20 cards contains the many creatures, events, and items that characters can discover when they enter the tunnels deep between The City and The Dungeon.

Base RingsThere are 6 coloured base rings included. You can insert your character figures into these rings to make them easier to identify during your game. To remove your character figure, carefully push the base of the figure via the hole in the base ring.

1

®

Draw 2 Cards Draw 2 cards from the Bridge deck, even if there are already any

cards on this space. At the end of your turn, shuffle all cards on this space into the Bridge deck.

Rat Run

Fight the Rat QueenYou must fight the verminous Rat Queen in battle. She has a Strength of 3 and adds 1

for each Object on this space.

Rat’s NestSearch The Tunnels

Take the top 3 Tunnel cards and put them in a stack in front of you. Encounter the

top card of your stack each turn until you have no cards remaining.

Old Sewers

Rats add 1 to their Strength

Draw 2 Cards Draw 2 cards from the Bridge deck, even if there are already any

cards on this space. At the end of your turn, shuffle all cards on this space into the Bridge deck.

Spirits add 1 to their Craft

Skull Passage

Search The TunnelsTake the top 3 Tunnel cards and put them in a stack in front of you. Encounter the

top card of your stack each turn until you have no cards remaining.

CatacombsFight the Wraith Lord

You must fight the Wraith Lord in psychic combat. He has a Craft of 4 and adds 1 for

each Treasure card on this space.

Throne Room

At the start of the game, place this card at

the side of the board with the Nether deck.

Whenever a character has to draw

Adventure Cards, he may discard one card of

his choice that he does not wish to encounter

and draw a card from the Nether deck to

replace it, which he must encounter.

Once a defeated Enemy from the Nether

deck is exchanged or otherwise discarded, it

is not placed on the discard pile. Instead it is

placed facedown in the character’s play area.

The first character to reach the Crown of

Command with four defeated Enemies from the

Nether deck in his play area wins the game!

The Hunt At the start of the game, place this card at

the side of the board with the Nether deck.

Whenever a character has to draw

Adventure Cards, he may discard one card of

his choice that he does not wish to encounter

and draw a card from the Nether deck to

Once a defeated Enemy from the Nether

deck is exchanged or otherwise discarded, it

is not placed on the discard pile. Instead it is

placed facedown in the character’s play area.

The first character to reach the Crown of

Command with four defeated Enemies from the

Nether deck in his play area wins the game!

To use this Alternative Ending, you must

use the Nether Deck.At the start of the game, place one card from

the Nether deck facedown on each Inner Region

space, and two cards facedown on the Crown of

Command space.

A character entering the Inner Region decides

on a route through the Inner Region as normal,

but must encounter the cards on each space before

encountering the space. If he fails to successfully encounter a card,

his turn ends immediately and he must encounter

the card again on his next turn unless he decides

to turn back. A character that has turned back ignores any

Nether cards on his return to the Plain of Peril.

Once a card has been encountered successfully,

draw a replacement card from the Nether deck and

place it facedown on the space to be encountered by

the next character to land on that space. The first character to survive The Gauntlet and

reach the Crown of Command wins the game!

The GauntletTo use this Alternative Ending, you must At the start of the game, place one card from

the Nether deck facedown on each Inner Region

space, and two cards facedown on the Crown of A character entering the Inner Region decides

on a route through the Inner Region as normal,

but must encounter the cards on each space before If he fails to successfully encounter a card,

his turn ends immediately and he must encounter

the card again on his next turn unless he decides A character that has turned back ignores any

Nether cards on his return to the Plain of Peril.

Once a card has been encountered successfully,

draw a replacement card from the Nether deck and

place it facedown on the space to be encountered by The first character to survive The Gauntlet and

reach the Crown of Command wins the game!

To use this Alternative Ending, you must At the start of the game, place one card from

the Nether deck facedown on each Inner Region

space, and two cards facedown on the Crown of A character entering the Inner Region decides

on a route through the Inner Region as normal,

but must encounter the cards on each space before If he fails to successfully encounter a card,

his turn ends immediately and he must encounter

the card again on his next turn unless he decides A character that has turned back ignores any

Nether cards on his return to the Plain of Peril.

Once a card has been encountered successfully,

draw a replacement card from the Nether deck and

place it facedown on the space to be encountered by The first character to survive The Gauntlet and

reach the Crown of Command wins the game!

To use this Alternative Ending, you must

use the Nether Deck.

Once a character reaches the Crown of Command,

characters cannot heal or gain life for the rest

of the game and the entrance is sealed; no other

characters may enter. Any character attempting to

enter the Crown of Command is thrown onto the

Plain of Peril instead.

When a character reaches the crown of command,

he must take six cards from the Nether deck, plus

six cards for each other character in play, and place

them in a pile in front of him.

On each of his turns, he must take the top six

cards from this pile and use them, one at a time,

against any of the other characters, as if they had

just drawn the cards themselves.

If all of the other characters are killed, the character

on the Crown of Command wins the game!

If any of the other characters have survived when

the pile of cards is exhausted, the character on

the Crown of Command is killed and all surviving

characters share victory and win the game!

Pandora’s Box

reach the Crown of Command wins the game!

reach the Crown of Command wins the game!

To use this Alternative Ending, you must

Once a character reaches the Crown of Command,

characters cannot heal or gain life for the rest

he entrance is sealed; no other

characters may enter. Any character attempting to

Command is thrown onto the

When a character reaches the crown of command,

he must take six cards from the Nether deck, plus

six cards for each other character in play, and place

On each of his turns, he must take the top six

cards from this pile and use them, one at a time,

against any of the other characters, as if they had

If all of the other characters are killed, the character

on the Crown of Command wins the game!

If any of the other characters have survived when

the pile of cards is exhausted, the character on

the Crown of Command is killed and all surviving

characters share victory and win the game!

To use this Alternative Ending, you must

To use this Alternative Ending, you must

use the Nether Deck.use the Nether Deck.

Once a character reaches the Crown of Command,

Once a character reaches the Crown of Command,

characters cannot heal or gain life for the rest

characters cannot heal or gain life for the rest

of the game and tof the game and the entrance is sealed; no other

characters may enter. Any character attempting to

characters may enter. Any character attempting to

enter the Crown of enter the Crown of Command is thrown onto the

Plain of Peril instead.Plain of Peril instead.

When a character reaches the crown of command,

When a character reaches the crown of command,

he must take six cards from the Nether deck, plus

he must take six cards from the Nether deck, plus

six cards for each other character in play, and place

six cards for each other character in play, and place

them in a pile in front of him.

them in a pile in front of him.

On each of his turns, he must take the top six

On each of his turns, he must take the top six

cards from this pile and use them, one at a time,

cards from this pile and use them, one at a time,

against any of the other characters, as if they had

against any of the other characters, as if they had

just drawn the cards themselves.

just drawn the cards themselves.

If all of the other characters are killed, the character

If all of the other characters are killed, the character

on the Crown of Command wins the game!

on the Crown of Command wins the game!

If any of the other characters have survived when

If any of the other characters have survived when

the pile of cards is exhausted, the character on

the pile of cards is exhausted, the character on

the Crown of Command is killed and all surviving

the Crown of Command is killed and all surviving

characters share victory and win the game!

characters share victory and win the game!

Pandora’s BoxPandora’s Box

Jinx

FollowerYou must take her as a

Follower. If you pay a fate

and reroll the same result,

you are killed! You may

discard the Jinx if you

visit the Soothsayer.

1

Jinx

You must take her as a

Follower. If you pay a fate

and reroll the same result,

you are killed! You may

discard the Jinx if you

visit the Soothsayer.

1

Falling Slab

EventTrapA huge piece of masonry

comes crashing down from above. You must kill 1 of your Followers at random and lose 1 life.

1

Falling Slab

EventTrapA huge piece of masonry

comes crashing down from above. You must kill 1 of your Followers at random and lose 1 life.

Turncoat

Event

One of your Followers has

decided that your quest

is far too dangerous and

that you are far too rich.

Ditch 1 random Follower

and 1 random Object. 1

This deck of 20 cards contains

and items that characters can

Tunnel Cards

TurncoatTurncoat

Event

One of your Followers has

One of your Followers has

decided that your quest

is far too dangerous and

that you are far too rich.

Ditch 1 random Follower

and 1 random Object.

TurncoatTurncoat

STRENGTH: ?Roll 2 dice to determine the

total Strength of the Rat

Pack. If you kill them, gain

1 Strength, but you must

discard them instead of taking

them as a trophy. They will

remain here until killed.

Enemy - Animal

Rat Pack

2

: ?: ?Roll 2 dice to determine the

total Strength of the Rat

Pack. If you kill them, gain

1 Strength, but you must

discard them instead of taking

them as a trophy. They will

remain here until killed.

Enemy - Animal

Rat Pack

2

TrapThe statue blocks your way and will only move aside if you solve its riddle. Roll 2

dice. If the score is equal to or less than your Craft, you solve

the riddle and discard this card. If it is higher, you must try again on your next turn if you choose to press on.

Event

Sphinx of Khayu

1

TrapThe statue blocks your way and will only move aside if

and will only move aside if you solve its riddle. Roll 2

dice. If the score is equal to or less than your Craft, you solve

the riddle and discard this card. If it is higher, you must try again on your next turn if you choose to press on.

Event

Sphinx of KhayuSphinx of Khayu

Trap

A magic puzzle lock guards

the way. Roll 3 dice. If

each result is different, you

solve the puzzle; discard

this card. If you roll any

doubles, you lose 1 life and

must roll again. If you roll

triples, you are killed!

Event

Turing’s Enigma

1

Trap

A magic puzzle lock guards

the way. Roll 3 dice. If

the way. Roll 3 dice. If

each result is different, you

solve the puzzle; discard

this card. If you roll any

doubles, you lose 1 life and

must roll again. If you roll

triples, you are killed!

Event

Turing’s EnigmaTuring’s Enigma

2

Realm SymbolsCards in this expansion are marked with either a Deep Realms symbol or a Nether Realm symbol so you can distinguish them from the cards in the base game.

Expansion RulesWhen playing Talisman with The Lost Realms expansion, the basic rules of playing Talisman are unchanged. This rulesheet explains how to use the components of The Nether Realm, the Nether Deck and the Alternative Ending Cards, as well as the components of The Deep Realms, the Realm cards and the Bridge and Tunnels card decks, to enhance your Talisman experience.

The Nether RealmAlternative Ending CardsThe inclusion of Alternative Ending Cards is optional, and players should agree whether or not to use them before starting the game. The Alternative Ending Cards included in The Nether Realm expansion are usable with Alternative Ending Cards from other expansions.

SetupTo setup a game with Alternative Ending Cards, randomize the Alternative Ending Cards in your collection, take one random Alternative Ending Card, and place it faceup on the Crown of Command at the centre of the game board.

Encountering Alternative EndingsAlternative Ending Cards replace the base game’s victory conditions, offering players new ways to win the game. When using the Alternative Ending Cards, characters on the Crown of Command must encounter the Alternative Ending Card and follow the rules printed on the card; they cannot cast the Command Spell or encounter other characters on the Crown of Command unless the Alternative Ending Card specifically states otherwise.

All other rules regarding the Inner Region still apply when playing with Alternative Ending Cards:

• None of the creatures in the Inner Region (nor any of the Alternative Ending Cards) can be affected by any Spell. They also cannot be evaded.

• Characters on the Crown of Command cannot move and must remain on that space unless the Alternative Ending Card specifically states otherwise.

• After any character reaches the Crown of Command, any character who is killed automatically loses the game.

Alternative Ending Cards generally only affect characters on the Crown of Command. However, instructions that have a star icon at the start of their text affect all characters, no matter what Region they are in, including characters on the Crown of Command.

The Nether DeckThe Nether Deck contains some of the most nefarious and difficult encounters in the Talisman world. It is shuffled and placed facedown close to the game board when playing with one of the three Alternative Ending Cards included in this expansion. Players will need to make sure their characters are ready to handle such extreme challenges when they draw a Nether Card.

Special abilities and effects that apply to Adventure Cards also apply to Nether Cards, but only after they have been drawn and placed on the board.

The Deep RealmsHidden between the City and the Dungeon are two small, but dangerous REALMS: the Rat Queen’s Lair and the Wraith Lord’s Domain. Each of these Realms counts as a separate Region and is ruled by a powerful being who holds sway over all who dwell there and all who attempt to enter.

SetupWhen playing with the The Deep Realms components, resolve the following steps after setting up the base game, The Dungeon expansion, and The City expansion:

1. Place Realm Cards: Place the Wraith Lord’s Domain (1a) and the Rat Queen’s Lair (1b) Realm cards between the Dungeon and the City boards.

2. Set Up Bridge Deck: Shuffle the Bridge deck and place it facedown between the Skull Passage and Rat Run spaces (2).

3. Set Up Tunnel Deck: Shuffle the Tunnel deck and place it facedown next to the Realm cards (3).

4. Set Up Loot Piles: Take three random Treasure cards and place them faceup on the Throne Room space (4a). Take two random cards each from the Armoury and Magic Emporium and place them faceup on the Rat’s Nest space (4b).

2

DEEP REALMS

SYMBOL

NETHER REALMS

SYMBOL

Nether Card

Star Icon

3

Rat Queen’s Lair The Rat Queen makes her lair in the foul and fetid sewers under the City. She sends her endless tide of children into the overworld to steal what they can for her putrid nest.

Each Enemy encountered within the Rat Queen’s Lair with “Rat” in its title adds 1 to its Strength during battle.

Wraith Lord’s DomainThe Wraith Lord rules over dank crypts and endless catacombs with terror and eldritch might. Those who seek to plunder his tomb must face his terrible power.

Each Spirit encountered within the Wraith Lord’s Domain adds 1 to its Craft during psychic combat.

Encounters in RealmsA character in a Realm cannot encounter other characters but must follow the instructions on his space.

Entering the RealmsA character can enter the Rat Queen’s Lair by moving into either Rat Run or Old Sewers from an adjacent space in the City, following the arrows. Characters can enter the Wraith Lord’s Domain by moving into either Skull Passage or Catacombs from an adjacent space in the Dungeon, following the arrows. When a character enters a Realm, he must immediately end his movement.

Movement in the RealmsBefore a character rolls a die for movement he must choose to either ESCAPE or PRESS ON.

If a character chooses to escape, he must roll for movement as normal and move directly against the arrow (into an adjacent Region), following the normal movement rules for that Region.

If a character chooses to press on, he does not roll a die for movement, but instead follows the instructions on his space, which are detailed below.

Rat Run and Skull PassageWhen a character encounters Rat Run or Skull Passage, he draws 2 cards from the Bridge deck and adds them faceup to his space. When his turn ends, he takes all cards on the space and shuffles them into the Bridge deck. When a character on Rat Run or Skull Passage chooses to press on, he moves one space across the bridge; either from Rat Run to Skull Passage, or from Skull Passage to Rat Run.

Example: The Tavern Maid begins her turn on Skull Passage. She may choose to either escape or press on. If she decides to press on, she moves one space to Rat Run (A). If she decides to escape, she rolls for movement and moves that many spaces out into the Dungeon (B).

Old Sewers and CatacombsWhen a character enters the Old Sewers or the Catacombs, he immediately takes the top 3 cards of the Tunnel deck and places them in a facedown stack in front of him.

When a character on the Old Sewers or the Catacombs chooses to press on and has any cards remaining in his stack, he encounters the top card of his stack (turning it faceup if it is facedown). When a character on the Old Sewers or the Catacombs chooses to press on and has no cards remaining in his stack, he moves forward one space following the arrow; from the Old Sewers to the Rat’s Nest, or from the Catacombs to the Throne Room.

A character cannot encounter Adventure cards on the Old Sewers or Catacombs while he has cards remaining in his stack. After a character encounters and removes the last card in his stack, he then encounters all cards on his space before ending his turn.

When a character on the Old Sewers or Catacombs chooses to escape, or otherwise leaves his space, he discards all Tunnel cards remaining in his stack.

Rat’s NestWhen a character encounters the Rat’s Nest, he cannot take any Objects on the space and instead fights the Rat Queen in battle. The Rat Queen cannot be evaded and Followers, Spells, or Objects cannot fight in the character’s place. The Rat Queen has a Strength of 3 and adds 1 to her Strength during battle for each Object on the Rat’s Nest.

If a character defeats the Rat Queen, he takes one Object of his choice from the remaining Objects on the Rat’s Nest and then teleports to any space in the Outer Region. If a character is defeated by the Rat Queen, he must ditch one of his Objects at

1a 1b

3

4b4a

2

A

B

4

random (in addition to the loss of life). If the result is a stand-off, or if the character is defeated, he moves to Rat’s Road in the City and ends his turn.

Throne RoomWhen a character encounters the Throne Room, he cannot take any Treasure cards on his space and instead fights the Wraith Lord in psychic combat. The Wraith Lord cannot be evaded and Followers, Spells, or Objects cannot fight in the character’s place. The Wraith Lord has a Craft of 4 and adds 1 to his Craft during psychic combat for each Treasure card on the Throne Room.

If a character defeats the Wraith Lord, he takes one Treasure of his choice from the remaining Treasure cards on the Throne Room and then teleports to any space in the Outer Region. If a character is defeated by the Wraith Lord, he loses 1 Craft (in addition to the loss of life) and places one random card from the Treasure deck faceup on the Throne Room. If the result is a stand-off, or if the character is defeated, he moves to the Hall of Darkness in the Dungeon and ends his turn.

Bridge and Tunnel CardsSpecial abilities and effects that apply to Adventure cards also apply to Bridge and Tunnel cards, but only after they have been drawn and placed on the board. When a Bridge or Tunnel card is discarded, it is shuffled back into its corresponding deck.

Terrain Cards and Tokens within RealmsTerrain cards, Spell cards, and tokens (Fireland tokens, Dragon Scales, character tokens, etc.) cannot be placed on Realm spaces. Ignore any effect that would place tokens on a Realm space.

Spells and Other EffectsEach Realm counts as a separate Region for the purpose of the Command Spell, Spell cards, and other effects that affect characters depending on their Region.

TrapsSome cards feature the Trap keyword printed above the card’s effect. A character cannot use special abilities or effects to ignore or avoid encountering Traps, unless the special ability or effect specifically states that it is effective against Traps.

CreditsExpansion Design: Jon New (The Nether Realm), with Samuel W. Bailey (The Deep Realms)

Additional Development: Samuel W. Bailey

Talisman Revised 4th Edition Design: Bob Harris and John Goodenough

Producer: Christopher Hosch (The Nether Realm), Derrick Fuchs (The Deep Realms)

Graphic Design: Evan Simonet and Michael Kröhnert

Cover Art: Fabio Porfidia

Board Art: Jacob Murray

Interior Art: Abrar Ajmal, William Thomas Arnold, Bruno Balixa, Helge Balzer, Massimiliano Bertolini, Sara Biddle, Dimitri Bielak, Joao Bosco, Mark Bulahao, Christopher Burdett, Joshua Cairós, Felicia Cano, JB Casacop, Chris Casciano, Anna Christenson, Sara K. Diesel, Guillaume Ducos, Carolina Eade, Raymond Gaustadnes, Allen Michael N. Geneta, Ralph Horsley, Matt Larson, Alexandr Shaldin, and Joe Wilson

Managing Art Director: Andrew Navaro (The Nether Realm), Andy Christensen (The Deep Realms)

Art Direction: John Taillon

Playtesters: Marcin “Nemomon” Chrostowski, Aaron Myers, Katie New, Sarah New, Zach Tewalthomas, and Paolo Tosolini

Talisman: The Lost Realms © Copyright Games Workshop Limited 2019. Talisman, The Lost Realms, the Talisman logo, GW, Games Workshop, and all associated logos, illustrations, images, names, creatures, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. Actual components may vary from those shown. Made in China.

Games Workshop: Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom.

Published by Pegasus Spiele GmbH, Am Straßbach 3, 61169 Friedberg, Germany.

Reprinting and publishing of game rules, game components, or illustrations without license holder’s permission is prohibited.

As always, thanks to everyone at

Games Workshop

TrapA magic puzzle lock guards

the way. Roll 3 dice. If each result is different, you

solve the puzzle; discard this card. If you roll any

doubles, you lose 1 life and must roll again. If you roll

triples, you are killed!

Event

Turing’s Enigma

1

solve the puzzle; discard this card. If you roll any

TrapA magic puzzle lock guards

the way. Roll 3 dice. If each result is different, you

solve the puzzle; discard this card. If you roll any

doubles, you lose 1 life and must roll again. If you roll

triples, you are killed!

Event

Turing’s Enigma

1

A magic puzzle lock guards the way. Roll 3 dice. If the way. Roll 3 dice. If

each result is different, you solve the puzzle; discard

A magic puzzle lock guards the way. Roll 3 dice. If the way. Roll 3 dice. If

each result is different, you solve the puzzle; discard A magic puzzle lock guards solve the puzzle; discard

TrapA magic puzzle lock guards A magic puzzle lock guards A magic puzzle lock guards A magic puzzle lock guards

the way. Roll 3 dice. If

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